You’re welcome.
Axis and Allies Global 1940: Armies vs Navies (compatible with TripleA)
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Clarified victory conditions:
Whichever side controls the required cities for victory first at the end of a French turn wins.
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Just finished the first game.
Axis and Allies Armies vs Navies.tsvg
The above file uses the 2.6 pre-release version of TripleA, so you’ll have to download it to be able to open the file.
Besides me forgetting to make ANZAC at war with France, everything went techincally smoothly.
The game though, was extremely unbalanced. The Armies were never able to build up a navy to challenge the Allies significantly while the Navies held a ground advance by the Armies much, much better than expected, with the Soviets barely pushing through to Iran and no further.
The Germans and French folded extremely quickly once America got their game going.
Overall, I think to balance the game the best thing to do would be to make all true neutrals pro-Armies, but this isn’t official yet until further updates.
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Changed neutral rules. In addition to true neutrals being able to be invaded separately, all pro-Allied and pro-Axis neutrals are now also true neutrals.
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Corrected the file in the main post to have all the correct political relationships. Neutrals are still unchanged as I am testing them right now.
Germany is now at war with Japan and ANZAC is now at war with France as it should be.
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Clarified Dutch rules.
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Clarified Chinese movement restrictions.
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Clarified French national objectives.
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Clarified the turn order.
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The Armies started strong in the second game, but the game’s too imbalanced that simply giving them the neutrals was not enough. It was a step in the right direction, though.
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I’ll probably give the Armies a 200% income bonus (so they collect double the amount of IPCs they normally collect each round) and let them keep the neutrals.
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The second game’s over.
Not much to say. It was merely a repeat of the first game except for the Armies doing slightly better than the first game initially due to those neutral units.
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I didn’t play to victory conditions but I achieved all the victory cities (normally you need to play until the end of the French turn after capturing all the cities, but there’s literally one German territory left with no IPCs or units, so it’s probably fine) anyway.
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The game is much more balanced now with each Army power getting 200% IPCs.
That being said, it still may be slightly inbalanced in favour of the Armies.
If that’s the case make all neutrals strict neutrals rather than pro-Armies neutrals (I’m not going to have more testgames after this one).
This is official.
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Added additional rules to balance the game.
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Final game complete:
axis-and-allies-armies-vs-navies (1).tsvg
As you can see, the Armies won, but it was quite a slog.
The dynamics of the game were similar to the other ones, except that Japan failed to break through significantly through China or the Soviet Union, the Americans failed to break through into France, and the British were unable to halt the Armies in the Middle East, opening up the enormous resources of the Middle East, Southeast Asia, India, and most of all, Africa.
Playtesting is complete. Updates for balance have been added to the original post.
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Because I finally figured out how to create a Global 1940 map without national objectives, I added a new base map in. I also clarified some of the rules and changed the “optional” rule to one that’s easier to implement on TripleA (I still believe the original one works well if implemented).
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Removed French national objective.
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Added new file.
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Changed neutral rules and tiny adjustment to starting setup.